Author
Topic: How do I fix an infinite priotrity in the corner (Read 397 times)

I've been fixing up Kong's Magneto I am getting close to being finish. The problem I am having is I can trap an opponent in the corner with a move basically a hit lock I want Magneto to get pushed back so he doesn't trap someone in the corner this only happened in his crouch medium punch, Strong Kick and crouch strong kick. I try making the hit boxes smaller, but that didn't fix the problem.

Make sure each attack animation has proper size CLSN boxes, what I mean is make sure the CLSN1 is not too big and focus it to the attacking limb instead of an area also make sure he has CLSN2 boxes and sized appropriate. Next adjust the ground velocity of each of the move that are giving infinites, so if the ground velocity is "-1.5,-11" change the first one to -4 or play around with this number as it will push the attacker back if he is attacking an opponent in the corner.

EDIT: Refer to your posted CLSN tutorial and place a CLSN2 box around each of the CLSN1 boxes. You can also adjust the ground velocity to push him back a little further.

For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

Thanks Guys I got half of them fixed the only two that are giving me a problem are the Strong crouch kick. The crouching medium punch isn't really a punch it just the magnetic pulse. That why I can trap someone in that move. I don't think that move can be fixed.

this works, but the correct way should be use this :air.cornerpush.veloff = -40ground.cornerpush.veloff = -40guard.cornerpush.veloff = -40airguard.cornerpush.veloff = -40, so u can use ground.velocity with lows values to he keep the combos and high values to this param to pull him away